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Table of Contents
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How do I get the
crafting planner to give me the super upgrade recipes?
-
Are There
Any Greateaxe/Dwarven Recipe's etc?
-
Can you
use multiple shards at the first or second upgrade?
-
Can you
use more than three shards?
-
Which
multiple shard combinations work?
-
Can you
combine two of the same focus shards (IE + & +)
-
Can you
mix the gems/essences when combining shards?
-
If I used
the same focus on upgrade 1 & 2, can I still get a special upgrade
at 3?
-
If I
didn't use the same focus on upgrade 1 & 2, can I still get a
special upgrade at 3?
-
What's
the dominant order of the foci?
-
Do I
have to get a bonus on upgrade 3?
-
What
stacks with what again?
-
What
items can I get stat bonus's on?
-
Does the order I place
the two shards on the third altar matter?
-
What's
the average raw items required for all GreenSteel Recipe's?
-
What's
the average raw items required for all Tier 1 Recipe's?
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What's
the average raw items required for all Tier 2 Recipe's?
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What's
the average raw items required for all Tier 3 Recipe's?
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If I am Chaotic, will
a positive made weapon inflict negative levels?
-
Can I wear more than 1 GS item
at a time?
-
Can I use more than 1 GS weapon
at a time?
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How do I use the Cleansing
Stone?
How do I get the
crafting planner to give me the super upgrade recipe's?
Underlined Devastation Elements are the Dominating Focus. Just
follow the chart, if you go Air for the first focus, and Earth for the
second, the chart shows BOLAS/Water will appear in the crafting planner.
| Focus #1
|
Focus #2
|
Final Foci |
Aspect
Created |
Weapon
Attribute Added |
| |
|
|
|
|
| Air |
Air |
Air |
Air II |
Air Guard (On-Being-Hit chance, DC 35
Trip vs. attacker or 30-second haste)
|
| Fire |
Fire |
Fire |
Fire II |
Incineration (On hit, there is
a chance of approx. 300 fire damage.
Percent chance unknown) |
| Earth |
Earth |
Earth |
Earth II |
Earthgrab (On-Hit chance, Reflex DC
35 negates, target helpless while held.)
|
| Water |
Water |
Water |
Water II |
Crushing Wave (On-Hit chance, 30-40
Cold + 30-40 Bludgeon Damage every 2
seconds for 6 seconds) |
| Negative |
Negative |
Negative |
Negative Energy II
|
Slay Living (On-Hit chance, Slay any
living enemy, successful DC 30 Fortitude
Save takes 3d6 |
| Positive |
Positive |
Positive |
Positive Energy II
|
Greater Disruption (~3% On-Hit
chance, Undead destroyed - no save)
|
| |
|
|
|
|
| Air |
Earth |
Fire + Water |
BOLAS II
|
Elemental Mastery (On-Hit Chance to
add 1d6 Acid, Cold, Electric, and/or
Fire. Appears to be 10-20% for each to
trigger, and 80%+ chance for at least
one per hit.) |
| Air |
Fire |
Air + Fire |
Smoke II |
Smoke Concealment (20% Blur,
Permanent)
|
| Air |
Water |
Air + Water |
Ice II |
Freezing Ice (On-Hit Chance to Freeze
Target - Target is Immobilized, but no
auto-crit) |
| Air |
Negative |
Air + Negative |
Vacuum II |
Trap the Soul (on-hit chance to cast
Trap the Soul on target, 20HD version
only, DC>26 [maybe30?]) |
| Air |
Positive |
Air + Positive |
Lightning II |
Lightning Strike (On-Hit ~2% Chance
to Strike with Lightning Bolt ~600-650
Damage) |
| Earth |
Fire |
Earth + Fire |
Magma II |
Magma Surge (On-Hit Chance to slow
your opponent and cast Magma Surge,
three ticks of ~100 damage each) |
| Earth |
Water |
Earth + Water |
Ooze II |
Sundering Ooze (On-Hit Chance to cast
[Ooze Sunder] or summon CR12 Ooze to
fight for you) |
| Earth |
Negative |
Earth + Negative |
Dust II |
Disintegration (On-Hit Chance to
Inflict 500+ Damage, no save) |
| Positive |
Earth |
Positive + Earth |
Mineral II |
Transmuting, Keen/Impact, Slicing
(+1d4 Damage vs. Targets that can
bleed), Mineral (+8 Hardness, +80
Durability) |
| Fire |
Water |
Air + Earth |
Tempered II |
Elemental Mastery On-Hit Chance to
add 1d6 Acid, Cold, Electric, and/or
Fire. Appears to be 10-20% for each to
trigger, and 80%+ chance for at least
one per hit.) |
| Fire |
Negative |
Fire + Negative |
Ash II |
Enervation (1d4 negative levels).
Appears to have about 5% chance to
trigger on each hit. |
| Fire |
Positive |
Fire + Positive |
Radiance II |
Radiance (On-Crit 4d6 Light Damage +
Blindness) |
| Water |
Negative |
Water + Negative |
Salt II |
Corrosive Salt (On-Hit Chance to hit
your opponent with corrosive salt, for
four ticks of 77 damage) |
| Water |
Positive |
Water + Positive |
Steam II |
Steam (On-Hit Chance for 2d8+8
Untyped Damage, ~20% occurrence reported)
|
| Negative |
Positive |
Negative + Positive
|
Stalemate II
|
Concordant Opposition (On-Being-Hit
chance, gain temporary hit points or
spell points. 1% Chance on each)
|
| Focus #1
|
Focus #2
|
Final Foci |
Aspect
Created |
Clothing/Jewelry Attribute Added
|
| |
|
|
|
|
| Air |
Air |
Air |
Air II |
Air Guard (On-Being-Hit chance, DC 35
Trip or 30-second haste) |
| Earth |
Earth |
Earth |
Earth II |
Earthgrab Guard (On-Hit chance,
Reflex DC 35 negates, target helpless
while held.) |
| Fire |
Fire |
Fire |
Fire II |
Incineration Guard (~5% of time with
261-321 damage reported) |
| Water |
Water |
Water |
Water II |
Crushing Wave Guard (On-Being-Hit
chance, 30-40 Cold + 30-40 Bludgeon
Damage every 2 seconds for 6 seconds)
|
| Negative |
Negative |
Negative |
Negative Energy II
|
Slay Living Guard (On-Being-Hit
chance, Slay any living enemy,
successful DC 30 Fortitude Save takes
3d6 |
| Positive |
Positive |
Positive |
Positive Energy II
|
Greater Disruption Guard
(On-Being-Hit chance, DC?? Will Save or
be destroyed vs. Undead) |
| |
|
|
|
|
| Air |
Earth |
Fire + Water |
BOLAS II
|
Elemental Mastery On-Hit Chance to
add 1d6 Acid, Cold, Electric, and/or
Fire. Appears to be 10-20% for each to
trigger, and 80%+ chance for at least
one per hit.) |
| Air |
Fire |
Air + Fire |
Smoke II |
Smoke Concealment (20% Blur,
Permanent) |
| Air |
Water |
Air + Water |
Ice II |
Freezing Ice Guard |
| Air |
Negative |
Air + Negative |
Vacuum II |
Trap the Soul Guard (On-Being-Hit
chance, HD 20 version of the spell is
cast, this *might* be onece per shrine)
|
| Air |
Positive |
Air + Positive |
Lightning II |
Lightning Storm Guard - (On-Being-Hit
Chance to Strike with Lightning Bolt
~600-650 Damage Reported Testing)
|
| Earth |
Fire |
Earth + Fire |
Magma II |
Magma Surge Guard (On-Being-Hit
Chance to slow your opponent and cast
Magma Surge, three ticks of ~100 damage
each) |
| Earth |
Water |
Earth + Water |
Ooze II |
Sundering Ooze Guard (Ooze
Sunder on hit (about every 5 hits),
may also create a CR 12 Black Pudding)
|
| Earth |
Negative |
Earth + Negative |
Dust II |
Disintegration Guard |
| Positive |
Earth |
Positive + Earth |
Mineral II |
+5 Protection, Heavy Fortification
|
| Fire |
Water |
Air + Earth |
Tempered II |
Elemental Mastery On-Hit Chance to
add 1d6 Acid, Cold, Electric, and/or
Fire. Appears to be 10-20% for each to
trigger, and 80%+ chance for at least
one per hit.) |
| Fire |
Negative |
Fire + Negative |
Ash II |
Enervation Guard (On-Being-Hit
chance, Enervation, 1d4 Negative Levels,
No Save) |
| Fire |
Positive |
Fire + Positive |
Radiance II |
Radiance Guard (On-Being-Hit chance,
deals 4d6 of light damage and may cause
blindness to attacker |
| Water |
Negative |
Water + Negative |
Salt II |
Corrosive Salt Guard |
| Water |
Positive |
Water + Positive |
Steam II |
Steam Guard (On-Hit, deal 12-22
damage every 3-5 hits) |
| Negative |
Positive |
Negative + Positive
|
Stalemate II
|
Concordant Opposition (On-Being-Hit
chance, gain temporary hit points or
spell points. 1% Chance on each)
|
|
|
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Are There Any
Greateaxe/Dwarven Recipe's etc?
YES!! As of MOD7, all weapon types with the exception of handwraps
& throwing darts
have been added to the game.
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Can you use multiple
shards at the first or second upgrade?
Multiple shards
combinations only work on the third upgrade.
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Can you use more than two shards?
There are no 3 or > shard
recipes.
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Which multiple shard
combinations work?
Only Multiple shards creating a known Aspect will combine.
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Can you combine two
of the same focus shards (IE + & +)
Combining Single Focus Shards is not expected to yield anything special,
except perhaps a waste of 12 valuable large ingredients.
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Can you mix the
gems/essences when combining shards?
Only shards created with the with the same gem and essence will
successfully combine at the altar of Devastation.
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If I used the same
focus on upgrade 1 & 2, can I still get a special upgrade at 3?
If you chose a single focus upgrade path the only way to unlock your 3rd
tier special bonus is to add a Supreme shard of the same focus e.g. you
put fire at tier 1 and fire at tier 2, you have to add a fire shard to
the third tier to gain your special bonus.
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If I didn't use the
same focus on upgrade 1 & 2, can I still get a special upgrade at 3?
If you have an item with a mixed focus aspect (ie not fire fire,
positive, positive etc) Then only by adding a "Super" Dual Shard at the 3rd
Altar (Devastation) that matches the existing elemental aspect (e.g.
'Aspect of ...' on the item description) will you unlock the tier 3
special bonus effect. IE) You put Fire at tier 1 and Negative at Tier
2, you must add an Ash shard at Tier 3. Exception: Balance of Land and Sky
requires a Tempered Shard, and Tempered requires a Balance of Land and
Sky shard.
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What's the dominant
order of the foci?
When combining Supreme Shards, the dominant element will be determined
by the following order: Water, Fire, Earth, Air, Positive, Negative E.g.
Fire beats Positive. e.g. Positive beats Negative. Exception: Air beats
Water. The dominant element determines the tier 3 effect. E.g. it's not
possible to get Good Blast on a mineral II weapon.
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Do I have to get a
bonus on upgrade/tier 3?
You do not have to get a bonus effect at tier 3 if you don't want to.
IE) You could go Positive Dominion Material then Earth Dominion
Material then Positive Dominion Material and end up with a +5 holy acid
burst weapon of good blast with no bonus effect - if you really really
wanted (Good Blast) over (Acid Blast, Transmuting, Keen, Slicing...) (save
yourself 12 ingredients!)
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What stacks with
what again?
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Stacking 1:
Exceptional Bonuses WILL stack with each other, on THE SAME
weapon/item. Two weapon/items with Exceptional Bonuses of the same
type will NOT stack.
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Stacking 2: If you have
Exceptional Bonus +1 on 1 item, then put Exceptional +2 on a
different item, they WILL stack. If you put Exceptional +1 on
two different items, they will NOT stack. (This all assumes
they are the same type.
-
Stacking 3:
Regeneration Bonuses will NOT stack with each other on the same
weapon/item or on different weapon/items.
-
Stacking 4: AC Bonuses
will NOT stack with each other on the same weapon/item or different
weapon/items.
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Stacking 5: Healing
Amplification will stack, as long as they are different amounts.
A 10% will stack with a 20%, but two 10%'s will not stack.
-
Stacking 6: Any specific
skill/save will NOT stack with a regular item. IE)
Tempered 2 Intim will not stack with a Helm of Intimidation.
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Stacking 7: HP Items, of
different amounts (+10, +15, +20) WILL stack. Two of the same
amount will NOT stack (+10 & +10)
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Stacking 8: HP Items, if you
have two different GS Items, 1 with +10 HP, the other with +15, they
WILL stack. If you have two different GS Items, 1 with +10,
the other with +10, they will NOT stack.
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What items can I
get stat bonus's on?
Stats: The only stat you can increase on a jewelry item currently is Wisdom
(+6). All other bonus types are to your SKILLS only when placed on a
jewelry item. Weapon's can get any stat on them.
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Does the order I place the two
shards on the third altar matter?
No, the order you place the shards
on the altar when creating a super shard at the third altar does not
matter. Dominant focus will always take precedence no matter the
placement order. Water,
Fire, Earth, Air, Positive, Negative in that order for what is dominant
(Exception Air beats Water).
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What's the average
raw items required for all GreenSteel Recipe's?
| Bitterscrub Fungus |
1.5 |
| Chipmunk Funk |
2.2 |
| Locus Husk |
2.1 |
| Glistening Pebble |
2.3 |
| Lammanian Lily
Petals |
1.4 |
| Green Briar Twigs |
2.4 |
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What's the average
raw items required for all Tier 1 Recipe's?
|
Small Glowing
Arrowheads |
2.0 |
| Small Gnawed Bones |
1.5 |
| Small Infernal
Chains |
2.0 |
| Small Devil Scales |
2.5 |
| Small Twisted
Shrapnel |
1.8 |
| Small Sulfurous
Stones |
2.2 |
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What's the average
raw items required for all Tier 2 Recipe's?
|
Medium Glowing
Arrowheads |
2.0 |
| Medium Gnawed
Bones |
1.5 |
| Medium Infernal
Chains |
2.0 |
| Medium Devil
Scales |
2.5 |
| Medium Twisted
Shrapnel |
1.8 |
| Medium Sulfurous
Stones |
2.2 |
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What's the average
raw items required for all Tier 3 Recipe's?
|
Large Glowing
Arrowheads |
3.4 |
| Large Gnawed Bones |
2.6 |
| Large Infernal
Chains |
3.4 |
| Large Devil Scales |
4.3 |
| Large Twisted
Shrapnel |
3.1 |
| Large Sulfurous
Stones |
3.7 |
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If I am Chaotic, will a positive
made weapon inflict negative levels?
No. The only source of negative level from
Shroud crafting is equipping an unholy weapon with a good-aligned
character.
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Can I wear more than 1 GS item
at a time?
Yes & No. In order to wear more than 1 item at a time, you must
"Cleanse" one of the items. In order to "Cleanse" an item, you
must complete 20 runs of the shroud. Your end reward will include
a Cleansing Stone. On your next run of the shroud, after
completion, on the final altar, place your Item, the Cleansing Stone,
and a High Energy Cell to cleanse the item. You will then be able
to wear this item with another.
If you do NOT Cleanse 1 of the items, you will start to die when you
have two uncleansed items equiped.
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Can I use more than 1 GS weapon
at a time?
Yes, you can equip/use more than 1 GS weapon at
a time. No cleansing is required with weapons.
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How do I use the Cleansing Stone?
You obtain one after 20 runs of the shroud,
every time. You can use it on your 21st or later run. It
must be used on the 3rd Alter (Alter of Devastation). You place
your ITEM + CLEANSING STONE + HIGH ENERGY CELL onto the alter and Mix
Magically. This will remove the Taint from the item, so you can
wear more than 1 item on your character, without killing yourself.
Cleansing stones are bound to your character. Using the cleansing
stone on an item will bind that item to your character.
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